First impressions: Hands-on with Ouya

Jun. 28, 2013
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The game controller for the Ouya console, launching this June. / Ouya

by Brett Molina, USA TODAY

by Brett Molina, USA TODAY

It seems from its inception, Ouya has been about trying to break the mold. The video game console was born through Kickstarter. It boasts an attractive $99 price tag, along with games that are equally inexpensive. It's got mobile DNA in the body of a home console.

Yet the Ouya is just like the Xbox 360, PlayStation 3 and Wii U in one important regard: it's only as good as its content.

The Ouya is a solid first endeavor, despite a few annoyances. However, it's the unique video game experiences that will convince consumers to purchase this console, and Ouya has yet to feature that game or games.

Before we dig into the library, let's start with the hardware. The Ouya is tiny compared to the behemoths that normally serve as video game consoles. That's the benefit of depending on a digital-only games library. On the back are ports for the power adapter, USB, ethernet and HDMI (a HDMI cable is included). Plus, there's only a lone Power button on top.

The device is powered by a Nvidia Tegra 3 quad-core processor, which won't stand up to next-generation devices, but should be sufficient. Similar to smartphones, Ouya hardware will launch on an annual basis, with tweaks to bolster its technical performance.

The controller follows the similar design of current devices, with two thumbsticks, a directional pad, four face buttons, two bumpers and two rear triggers. There's also a power button which doubles as a pause or menu option.

Powering up Ouya is an unusual experience. Whenever I would turn on the TV, or even flip between TV inputs to play another console or watch a show, Ouya would automatically turn on. Users can power down through the controller, but I didn't truly turn off Ouya until physically pressing and holding the power button on the console. Sometimes, you can turn Ouya on with a controller, but it seemed inconsistent through my experience.

Setting up the device is easy. Pop the HDMI cable into your TV, plug it in and you're off. Users then create a profile, setting up their payment information by inputting their credit or debit card (pre-paid cards are coming soon).

From there, users are greeted with four options. Play is exactly how it sounds, as users explore their library of downloaded titles. Discover is where players find new games. Make is for individuals who want to create games or add unofficial apps and games, while Manage is where users will find their settings.

Searching for games is easy, too. A series of lists pop up on the Discover screen, with a series of Featured games, or titles based on certain genres. There are also highlighted playlists as well as a section for games only available on Ouya. Unfortunately, there isn't a New Releases section, but hopefully that changes soon. There's also a Search feature to find the specific game you want.

When players see a game they like, they download a free demo to check out. If they like it, they can upgrade. This is the only time you can see how much a game costs before upgrading. There's also the chance to like a game or get more info. Removing games is simple as well. Most of the games take up a small amount of space, so the 8 GB of storage should be enough, but there's the ability to expand that through USB.

Ouya features a solid mix of games, from third-person brawlers like ChronoBlade, platformers such as The League of Evil and first-person shooters like Shadowgun. As of last count, Ouya boasts nearly 200 games. The library leans heavily on older titles released on mobile devices and PCs, with a handful of exclusives. Between the game genres, visuals and the fact that it runs emulators capable of playing games from older video game consoles, Ouya carries a heavy retro vibe.

As for apps, there are only 7 available, including the streaming service Twitch TV and TuneIn radio. It's sparse, but should pick up down the road.

The controller feels more than capable of handling the variety of games available. It's not as refined as a PS3 or Xbox 360 controller, but works well. The only interesting change is batteries are replaced by removing the front face plates. There have been several reported concerns about lag, but I haven't experienced anything like that so far. Controls seem to work precisely.

Ultimately, what determines Ouya's success is its content. The foundation is solid, but there isn't that unique Ouya experience powerful enough that a consumer should buy this right away. There are very few exclusives, so it's hard to see what makes the Ouya special outside of price.

Developers and video game players have a lot of choices. There's the Xbox, PlayStation, Wii U, handheld devices 3DS and Vita, not to mention smartphones and tablets. Expect that competition to grow more intense if companies such as Apple and Google decide to enter the console market. So, having that special Ouya title early is crucial.

Does Ouya have potential? Of course. If enough developers get behind it, it could serve as a thriving hub for independent games and apps. It's just a matter of how soon -- or even if -- those special Ouya experiences start to shine through.